序列化存档之备忘脚本
发表于2017-12-26
序列化存档涉及的参数比较多,猛地一下始终是记不住。花时间把比较完整的代码记下来,并做好注释,这样就比较方便以后的使用,以下就是整理的出来的备忘脚本分享给大家。
using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.Collections.Generic;
using System.Xml;
using System.Runtime.Serialization.Formatters.Binary;
/// <summary>
/// 存档
/// </summary>
public class SaveData : MonoBehaviour {
string data=Application.dataPath + "/SaveData.dat";
[Serializable]
public class SaveDataClass{
public string ID;//关卡号
public string name;//关卡名称
public string maxScore{ get; set;}//每关的最高分
public string starLev{ get; set;}//有星级就是通关,没有就是未通关
}
public List<SaveDataClass> dataList=new List<SaveDataClass>();
void Awake() {
DontDestroyOnLoad (this.gameObject);
if (File.Exists (data)) {//再次玩时读取存档
Read ();
} else {
ReadXML ();//读取XML关卡数据
}
}
void ReadXML(){
dataList.Clear();
TextAsset t = (TextAsset)Resources.Load("SaveData");//XML文件,里面放置所有关卡的数据
StringReader sr=new StringReader(t.text);
XmlDocument doc = new XmlDocument();
doc.Load(sr);
XmlElement root = doc.DocumentElement;
XmlNodeList nodes = root.SelectNodes("SaveData");
for (int i = 0; i < nodes.Count; i++)
{
XmlNode node = (XmlElement)(nodes.Item(i));
SaveDataClass d=new SaveDataClass();
d.ID = node.Attributes.Item(0).InnerText;
d.name = node.Attributes.Item(1).InnerText;
d.maxScore = node.Attributes.Item(2).InnerText;
d.starLev= node.Attributes.Item(3).InnerText;
dataList.Add(d);
}
Save();
}
void Read(){
FileStream fs = new FileStream(data, FileMode.Open);
BinaryFormatter bf = new BinaryFormatter();
dataList = (List<SaveDataClass>)(bf.Deserialize(fs));
fs.Close();
}
//退出游戏或通关时调用
public void Save(){
FileStream fs = new FileStream(data, FileMode.Create);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fs,dataList);
fs.Flush();
fs.Close();
}
}
存档配置文件要提前用Excel写好并转换,格式如下:
<?xml version="1.0"encoding="UTF-8"?>
<Root>
<SaveData ID="0"sceneName="Lev01"maxScore="0"starLev="0" />
<SaveData ID="1"sceneName="Lev01"maxScore="0"starLev="0" />
</Root>
